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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »walls that I can shoot through...

Author Topic: walls that I can shoot through... (11 messages, Page 1 of 1)
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kinpat
Joined: Apr 22, 2014

:D


Posted: May 10, 2014 04:22 PM    Msg. 1 of 11       
Ok so couple days ago I finished making my first custom map (the tutorial map) and I have encountered a rather weird bug I don't know how to fix. The bug is that there are faces in my structures (two of those in the tutorial map) that I can shoot through, but I cant walk or see through them...
for example:
https://www.dropbox.com/s/w1ex8jy3kp746y8/haloce%202014-05-10%2021-48-02-00.bmp
the area to the right from the line I did with AR is the area I can shoot through (the bullet holes appear to the passageway's wall behind this wall), but, when I look the area in 3ds max:
https://www.dropbox.com/s/qtqaw4n9cs4rf9u/map.jpg
the face isn't cut from that place, and the area itself isn't an independent face. So can somebody explain that what is the problem here? I have set all the materials correctly, so that shouldn't be the problem. And this isn't the only wall with this problem...


AlekosGR
Joined: Aug 13, 2013

ACE Moding Team (Azura Computer Entertainment)


Posted: May 11, 2014 12:37 AM    Msg. 2 of 11       
Well, you probably use your structures as a scenery tag? If that's the case, then there's something wrong with your collision models.


kinpat
Joined: Apr 22, 2014

:D


Posted: May 11, 2014 03:35 AM    Msg. 3 of 11       
No, I dont. The structures have been modeled and made inside 3ds max when I made the map and they are part of the level. They aren't scenery that have been added in sapien.


altis94
Joined: Oct 5, 2012

Join my Discord https://discord.gg/GDVEaRD


Posted: May 11, 2014 09:17 AM    Msg. 4 of 11       
Did you get any errors or warnings when compiling the bsp?


kinpat
Joined: Apr 22, 2014

:D


Posted: May 11, 2014 02:33 PM    Msg. 5 of 11       
Noup, no warnings, no errors.
Just encountered that even vehicles can go through these faces, with a little bit of extra speed..
https://www.dropbox.com/s/bkhj7p5e4mymgxj/haloce%202014-05-11%2015-08-06-80.bmp
seems legit...
(btw in this base the whole right side from the doorway can be shot through... aand driven through..)


kirby_422
Joined: Jan 22, 2006

Apparently public enemy number 1?


Posted: May 11, 2014 04:59 PM    Msg. 6 of 11       
Sounds like Z-Buffer's (Two pieces of geometry intersecting each other, rather than properly merged). It really messes up the collision; it allows units to physically touch it, but stuff like weapons will fall through, and it destroys AI pathfinding abilities. Sapien often wont even let you place objects on z-buffered surfaces (the collision debug options wont even show the faces normally)


kinpat
Joined: Apr 22, 2014

:D


Posted: May 11, 2014 05:36 PM    Msg. 7 of 11       
hmm I'm not sure... double checked those faces, and everything seems to be correctly made. But if they were Z-buffer's, wouldn't tool give an error about it? Because as I said earlier, I got no errors or warnings. But I discovered that if I move for example a scenery object to those laggy faces in sapien, the sapien starts to lag... and the scenery object just goes through those faces, while in other faces the object adjusts it's position correctly.
Here's an example:
Working:
https://www.dropbox.com/s/9pg9yxtsg17d40i/working.png
Not working:
https://www.dropbox.com/s/k23nnd220cvitom/notworking.png

Still I think that it's something to do with my modeling in 3ds max, but it's really frustrating when everything seems to be ok all the time... but, as this was my first map, it really isn't that big of a deal for me, as the map itself works like a charm. But if someone figures out what is really causing this, and knows a fix for this, I would be clad to hear it.
Edited by kinpat on May 11, 2014 at 05:40 PM


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: May 11, 2014 09:23 PM    Msg. 8 of 11       
It LOOK fine, but since it's not triangulated in the 3ds picture I can't really check for degenerates. Try converting the model to editable patch and back into editable mesh, then re export.


ally
Joined: Jun 23, 2010

Aye Ready


Posted: May 12, 2014 12:28 AM    Msg. 9 of 11       
I see in the 3ds max image you have the show wire frame on but the rest of the ground
doesn't show the wire frame too. That seems to show that the base isn't attached to the ground of the bsp.

edit: also this image shows the top of the base has been scaled out.
https://www.dropbox.com/s/k23nnd220cvitom/notworking.png
Another thought, did you change any settings in the "tutorial.scenario_structure_bsp"?


Edited by ally on May 12, 2014 at 12:43 AM


kinpat
Joined: Apr 22, 2014

:D


Posted: May 12, 2014 02:19 PM    Msg. 10 of 11       
Yeah, it isn't because in the tutorial it was said that the building should be detached from the level and linked to the frame by itself.
Well looking from this perspective it doesn't look to be scaled out:
https://www.dropbox.com/s/1zbedtqzwu30en7/haloce%202014-05-12%2021-12-04-01.bmp
And no, I haven't even opened that file.


ally
Joined: Jun 23, 2010

Aye Ready


Posted: May 13, 2014 05:05 PM    Msg. 11 of 11       
I reckon that will be why you have collision issues then, which of the tutorials told you to detach the base from the level/bsp?

 

 
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